The warden is a woodland protector and all-around expert on all things out-of-doors. They have the base skills of the fighter class (including the same saving throw progressions, and access to all the fighter’s weapons), along with a few specialty skills that lend themselves to outdoor-themed campaigns. With respect to armor, wardens prefer to travel lightly, so will only wear leather, Elvish chain, or magical armor that is light in weight.

If the LL decides to use the warden as a NPC, they will typically patrol a large woodland area that encompasses several small villages or towns, providing healing, protection from the more fearsome wooded creatures and even dispatching the occasional group of bandits. In return, the towns will give their warden access to any food, water, horses or other supplies they may need.

Warden Advancement

Level

Exp. Points

Hit Dice (d8)

Healing Poultice

1

0

1+5

1d6

2

2,250

2+4

1d6+1

3

4,501

3+3

1d8+1

4

9,001

4+2

1d8+3

5

18,001

5+1

1d10+3*

6

36,001

6

1d10+5

7

72,001

7

1d12+5

8

144,001

8

1d12+7

9

264,001

9

1d12+9

10

384,001

10

1d12+9

11

504,001

+2 hp only

1d20+11 §

12

624,001

+4 hp only

13

744,001

+6 hp only

14

864,001

+8 hp only

15

984,001

+10 hp only

16

1,104,001

+12 hp only

17

1,224,001

+14 hp only

18

1,344,001

+16 hp only

19

1,464,001

+18 hp only

20

1,584,001

+20 hp only

* Poultice acts as cure disease§ Maximum healing capability

Wardens are quite hardy and have bonuses to their hit dice at levels 1-5. This is in addition to any constitution bonuses. They get +2 to any saves vs. magic, death or poison.

Wardens get a 5% XP bonus if they have strength and constitution scores of 15 or above.

They are experts with the bow or thrown dagger, and get +1 to-hit with either, in addition to any other dexterity bonuses they might have. They incur no penalties for the use of these specific missile weapons while riding a horse or otherwise moving.

Wardens are skilled in medicinal herbs. They can prepare healing poultices that will heal an increasing number of hit points based on the warden’s level (see table, above). These healing poultices can be used once per day, per PC. At the referee’s option, this can be in addition to any binding of wounds that may be allowed. At fifth level and above, the warden’s healing poultices act as a cleric’s cure disease spell. The healing is relatively slow, however, taking 1d4 hours to cure disease or restore hit points. They can carry enough herbs and materials to make four such poultices, before having to forage for more raw materials.

Wardens are capable of living off the land, and in a suitable environment (access to water, plant life, small game) can live indefinitely, including the construction of natural shelters. They are not fond of groups, however, and cannot provide for more than one or two others in such a fashion.

Wardens are not easily surprised. In their native outdoor environment, they will surprise foes generally on a 1-3/1d6, yet they themselves are surprised only on a 1/1d6.

The warden’s stealth in the outdoors allows them to move silently to within 20 feet of a foe and observe them undetected (but there must be some form of concealment available, such as trees, boulders or undergrowth), with a 1-4/1d6 chance of success.

Beginning at 2nd level, Wardens can seek out and train an animal companion who will travel with them and obey them unconditionally. Typical companions include dogs, wolves, or smaller wild cats such as the lynx or bobcat. The warden can use their companion’s heightened senses to their advantage, for example gaining a increased chance to track successfully, or to warn the warden of danger. The animals will also fight for the warden.

Wardens are accomplished trackers. There are no specific rules to cover this, as success or failure will vary based on the terrain, weather, age of tracks and time of day. It is left up to the referees’ discretion, however in an ideal environment (non-rocky terrain, daylight, good weather, recent tracks), the track should always succeed.

Wardens are distrustful of certain forms of magic, and will not generally use potions or scrolls. Only in dire situations will they use or administer such magic. They will, however, make use of any magical armor or weapons they come across (those that can be used by fighters).